Difference between revisions of "User:Lolimsogreat21/Sandbox1"

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{{community strategy stub|"General team strategy" and Class strategy ''specific'' to this unique map is generally absent.}}
 
  
{{Map infobox
 
| map-strategy= yes
 
| game-type=Payload
 
| file-name=pl_hoodoo_final
 
| map-image=plhoodoo.jpg
 
| developer=[http://steamcommunity.com/id/Y_M Tim "YM" Johnson] <br>[http://steamcommunity.com/id/snipergen Jeroen "Snipergen" Dessaux] <br>[[User:Nineaxis|Fay L. "nineaxis" Fabry]] <br> [[User:Oxygencube|Drew "..oxy.." Fletcher]]
 
| map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30386
 
| map-multiple-stages = 3
 
| map-environment = Desert
 
| map-setting = Daylight, sunny
 
| map-health-pickups-small = 13
 
| map-health-pickups-medium = 16
 
| map-ammo-pickups-small = 7
 
| map-ammo-pickups-medium = 19
 
| map-ammo-pickups-large = 2
 
| map-bots = 1
 
}}
 
 
This article is about '''Community MAP strategy'''.
 
 
'''Note''': It is recommended to read the main [[Hoodoo]] article first to become familiar with the names of key map locations used in this article.
 
 
{{TOC limit|3}}
 
 
==General strategy==
 
==Class-specific strategy==
 
==={{Class link|Scout}}===
 
==== Offense ====
 
''Stage 1''
 
* The first checkpoint is surprisingly open, allowing your excellent [[Speed|mobility]] to come to light.
 
* There is a tunnel beneath the Shack, which is useful for flanking behind Red [[Sniper]]s on Point A.
 
* It is not recommended to rush through the Gates, since they are a common [[Chokepoint]] which, when defended properly, is extremely hard to traverse.
 
* One of the ways to infiltrate the second checkpoint is through the Flanks. Try to do this in coordination with your team, as they can clear out the Red [[Sentry Gun]]s for you.
 
''Stage 2''
 
* At the beginning of a round, avoid going directly into the Mining Building. Instead, attack its inhabitants from the side, where the open ground is located.
 
* If you find that the Chokepoint is protected by to much Sentries, use the [[Bonk! Atomic Punch]] in order to distract them for your team.
 
* Going through the Tunnels will bring you to the Concrete Platform, a large piece of high ground overlooking the second checkpoint.
 
** From there, the [[Shortstop]] can be utilized to spam out enemy defenders from a safe distance.
 
''Stage 3''
 
* This whole stage is extremely narrow and tight. You will need to play very carefully if you wish to avoid getting obliterated within one of its numerous corridors
 
* You can reach the Grain Silo by double-jumping up to its window.
 
* By quickly taking the Shortcut, you might be able cutoff the Red members attempting to retreat from the Propane tank.
 
* The final checkpoint is very tricky for a Scout, since there is often an array of Sentry guns monitoring it from the appropriately named Sentry Deck.
 
** If your team cannot destroying those Sentries, you should attempt to flank underneath them through a ditch, thus reaching the Industrial Building that way.
 
==== Defense ====
 
''Stage 1''
 
* There is a relatively concealed area to the left of Blu's spawn, in which you can hide and wait for attackers to come out.
 
* Repeatedly jumping on top of hoodoos will make you a difficult target for any [[Projectiles|projectile]] class.
 
* While the attackers are pushing through the Gates, you can use the Side Tunnel in order to flank behind them.
 
* Using one of Scout's jump-extending weapons, such as the [[Atomizer]], enables you to reach the Flank.
 
''Stage 2''
 
* Right beside the Mining Building is a small, concealed path which directly borders the Map's limit. This route can be used to bring yourself directly to Blu's spawn.
 
* Even though you cannot open the gates leading to the Tunnel, one of Tunnels' openings can still be reached by [[Force-A-Nature]] jumping from the Concrete Platform.
 
''Stage 3''
 
* The [[Mad Milk]] is incredibly useful on this stage, whose cramped and confined corridors will force the attackers to nicely clump up together.
 
* Once the Shortcut is open, you can use it to organize ambushes on attackers making their way to the front lines.
 
* The numerous long and narrow hallways on this stage open up plenty of opportunity for weapons such as the [[Flying Guillotine]] to shine.
 
 
==={{Class link|Soldier}}===
 
==== Offense ====
 
''Stage 1''
 
* Red [[Engineer]]s will often position their [[Sentry Gun]]s in behind the Shack. Which can be spammed out from the Cliff.
 
* If the Red team is fiercely defending the second point, you can try using the [[Battalion's Backup]] in order to break through their defenses.
 
* Both the Flank and the Side Tunnel lead to positions directly overlooking the Checkpoint B. Use their [[High ground advantage]] in order to effortlessly bombard defenders from above.
 
''Stage 2''
 
* As a power class, it is your task to clear out the Mining Buildings on checkpoint A, thus paving a way for your team.
 
* The absurd number of [[Sentry Gun]]s commonly found on checkpoint B may prompt you to equip the [[Direct Hit]], along side the Battalion's Backup.
 
* Taking the Tunnel will bring you to the Concrete Platform, a powerful high ground position which overviews the entire Red Spawn area.
 
** This nifty little route is useful if you wish to put pressure on the Red's flanks, thus distracting them from your team.
 
''Stage 3''
 
* You can quickly access the Grain Shack by [[Rocket jump]]ing through one of its windows.
 
 
==== Defense ====
 
''Stage 1''
 
* A small mound can be found on top of the Cliff, which grants you some additional height advantage.
 
* Enemies will often attack Checkpoint B from within the two side passages overlooking it. This can be prevented by quickly Rocket jumping up to them, thus surprising the attackers.
 
''Stage 2''
 
* Make use of the height advantage provided by the Rocks and the Side House.
 
* Thanks to your Rocket jumps, you are able to reach one of the Tunnel's passages, allowing you to infiltrate behind enemy lines.
 
''Stage 3''
 
* The [[Buff Banner]] is very effective on stage 3, which, due to to its narrow nature, forces attackers to clump up together. Leaving them very susceptible to Crits.
 
* Try to prevent the attackers from taking over the Shortcut, since its powerful height advantage is simply too good to give up.
 
** Plus, its cramped corridors make your explosives quite potent.
 
 
==={{Class link|Pyro}}===
 
* Pyros have a some advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by [[Fire#Afterburn|Afterburn]].
 
* No matter what stage you are on, the [[Dragon's Fury]] is, in general, very useful. Especially if you are on offense, where you will encounter plenty of [[Sentry Gun]]s.
 
==== Offense ====
 
''Stage 1''
 
* At the beginning of the round, expect the Red team to launch a wave of projectiles into your spawn, so be ready to utilize your [[Compression blast]] in order to clear the way.
 
* The first checkpoint is actually quite open. Use on of your [[Flare Gun (disambiguation)|Flare Guns]] in order to harass enemies from a distance.
 
* The Side Tunnel is an excellent flank route, use it when you want to surprise your opponents.
 
''Stage 2''
 
* Checkpoint A encapsulates a fairly large area, allowing the [[Manmeleter]]'s 50% faster projectile speed to come to light.
 
* There is a tiny flank routes underneath the Mining Building. Red spies will often use it for infiltration, so beware.
 
* Unless a [[Medic]] decides to directly [[ÜberCharge]], there is quite little you can accomplish on the second point. Best thing to do is to help your team by reflecting explosives.
 
''Stage 3''
 
* You can [[Detonator]] jump up to the Grain Shack.
 
* If there are no [[Sentry Gun]]s present, you can use the [[Thermal Thruster]] to quickly reach the Sentry Deck.
 
* When assaulting the final checkpoint, try to take over and secure the Flanks, where you can comfortably duel opponents on your terms.
 
 
==== Defense ====
 
 
==={{Class link|Demoman}}===
 
 
==={{Class link|Heavy}}===
 
 
==={{Class link|Engineer}}===
 
 
==={{Class link|Medic}}===
 
==== Offense ====
 
''Stage 1''
 
* Watch out for enemy [[Kritzkrieg]]s and [[Sniper]]s at the beginning of the round, since they can get you even when you are inside the spawn.
 
* You usually do not need an [[ÜberCharge]] in order to safely exit your spawn. Save it up for later.
 
* A good strategy for attacking checkpoint B is to [[Overheal]] teammates on the flanks, while you take the main assault through the middle chokepoint.
 
** This way, you will be applying pressure to the enemy from all sides. Ensuring that they lose on all fronts.
 
''Stage 2''
 
* Utilize the Rocks for cover against Red Snipers.
 
* Even after capturing checkpoint A, some defenders can still stay behind the Side House. Prioritize cleaning them up, so that they do not give you a surprise later on.
 
* An ÜberCharge is usually required in order to safely traverse the Chokepoint.
 
* The [[Crusader's Crossbow]] is useful for healing teammates on top of the Concrete Platform, without having to cross the Valley.
 
''Stage 3''
 
* Blu team starts out in the low-ground. So prioritize healing classes which can blast jump, such as [[Soldier]]s and [[Demoman]], in order to make up for that disadvantage.
 
* Focus on securing the Shortcut with your team, since you do not have to worry about Red players flanking you from there while you capturing checkpoint A.
 
* [[Stock]] Medi Gun is usually a must when attempting to capture the Final point. If the Red team managed to fortify in time, you can expect an array of Sentries in your way.
 
 
==== Defense ====
 
''Stage 1''
 
* Use the Kritzkrieg. Due to the way Blu spawn is structured, Crit projectiles can reach deep within it, possibly killing the enemy Medic before he even got time to deploy his Über.
 
* Beware of Blu Snipers while retreating towards the Gates or the Side Tunnel, as you will be in their sights for a not-insignificant amount of time.
 
* The Ditch serves as excellent cover during an enemy Über push.
 
''Stage 2''
 
* Friendly Soldiers will often take up a position on the Side House. Use the Crusader's Crossbow to heal them from a far.
 
* When defending checkpoint A, avoid straying past the Rocks. As doing this will put you in Blu's sightlines.
 
* If you have an ÜberCharge or Kritzkrieg ready, the best time to deploy them is during an enemy push through the Chokepoint.
 
* While defending checkpoint B, watch out for Blu Snipers trying to shoot you from within the Tunnel.
 
''Stage 3''
 
* Stay on top of the Metal Bridge. You can still heal teammates from up there, all while holding the high ground.
 
* If the enemy had taken the Shortcut, do not bother with staying around the Propane tank, as you will make yourself vulnerable to being cut off.
 
* The Sentry Deck acts as a good platform from which to launch a last-ditch counter-attack.
 
 
==={{Class link|Sniper}}===
 
==== Offense ====
 
''Stage 1''
 
* As a Sniper on offense, you can snipe with ease on the balcony gate overlooking Stage A Final, hiding behind the gate while aiming.
 
''Stage 2''
 
''Stage 3''
 
==== Defense ====
 
''Stage 1''
 
''Stage 2''
 
* On defense, each rollout offers you long site lines, but you can be easily flanked on the Stage B rollout.
 
''Stage 3''
 
 
==={{Class link|Spy}}===
 
==== Offense ====
 
''Stage 1''
 
* There is a tiny passage underneath the Shack, which can be utilized for a cloak-less infiltration.
 
* Although the Side Tunnel is a good infiltration route, you need to be careful about getting accidently bumped when inside it.
 
* Since there is not much ammo around the Second checkpoint, it is recommended to use the [[L'Etranger]] if you plan on staying there for prolonged periods of time.
 
''Stage 2''
 
* There is a Large [[Ammo]] pack near the Side House. Use it to refill your [[Cloak]] meter before proceeding through the Chokepoint.
 
* If you plan on traversing the Chokepoint, you should do so before the fighting has moved over to it. Otherwise, use the Tunnels for reaching Red lines.
 
* The Valley is largely devoid of any significant ammo packs. Try using the [[Cloak and Dagger]] in case operating within it proves to be too difficult.
 
''Stage 3''
 
* Due to extremely claustrophobic spaces on this stage, getting behind enemy lines is difficult, unless you are using the [[Dead Ringer]].
 
* After reaching the Shortcut, you can proceed to "wrap around" the Propane Tank from the other side, thus putting you behind anyone near the Metal Bridge.
 
* Although the narrowness of Stage 3 does make it harder for you to penetrate Red's backlines, it also ensures that enemies back up into you in a predictable fashion.
 
 
==== Defense ====
 
''Stage 1''
 
* There is a relatively concealed area just to the right of Blu's spawn. Assuming no one checks it, you can sit in it and wait for the attackers to come out.
 
* Attackers will often be very distracted when attacking the Gates. Many open backs will await you if you manage to take advantage of this.
 
* You can wait under the Flanks for attackers to basically drop into your "caring" arms.
 
''Stage 2''
 
* The area behind the Rocks serves as an excellent decloak spot. Same goes for a piece spacing underneath the Mining Building.
 
* Blu members pilling up in the Chokepoint are often too occupied with your team to bother checking for Spies.
 
* When the attackers begin exiting into the Valley, you can position yourself behind a group of boxes near the Tunnel's exit, from which you will be able to sneakily attack them.
 
''Stage 3''
 
* There are many nook and crannies on stage 3, in which you can hide with the Cloak and Dagger and wait for an opportune moment to strike.
 
* When attacking the final checkpoint, the Blu team's eyes will be fixated on the Sentry Deck. Take note of this information, so that you may position accordingly.
 
* At the beginning of a round, Blu snipers are usually inside their spawn. However, later on, they will move up to either the Shortcut or the Propane tank.
 
 
{{Map strategy}}
 

Latest revision as of 10:58, 19 February 2022